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DocOctober

DocOctober

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DocOctober
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  • The Wiki said that is is NOT CONFIRMED.

    If you people can't be bothered to read things properly, you have no right complaining.

  • *lounging

  • @Chi said:

    @Orion said:

    @Chi said:
    I don't get how Lisa is African. I thought she would be African-American because of her first and last name.

    Are there many groups of cannibals in the USA that attack small villages in the middle of the swamp?

    I don't know. But Lisa Sherwood is not an African name, which is why I assumed she was African-American.

    It's an old English name as I've pointed out before. Large parts of Africa were colonised by the British Empire.

  • Read up on the lore a bit more

  • Ultimately, only the devs can clarify the dispute about The Hag. Her bio and Add-ons can place her in Africa or South America. Africa seems more fitting though.

    EDIT: Some get hung up on the name Lisa Sherwood. Don't forget that a lot of Africa was once conquered and colonised by the British Empire. Lisa and Sherwood are both old English names.

  • the official reasoning: they deemed an interaction too strong.

  • @Brawler said:
    It was possible prior to certain patch. Now it is impossible. 

    It's never been possible.

  • @Nani said:

    @xmenfanatic said:
    Before adding this survivor there were an equal amount of playable men and women. Do you want it to be unbalanced with more women? Don’t get me wrong, I was hoping for a female survivor too, but this survivor is a babe, and his abilities are neato! And he’s a teacher, how do you know he didn’t work at the university the killer went to?

    Actually there are more ''man'' killers and survivors. and what I am mentioning, is that there is the SAME amount of men and women. If you do not understand that well then. Of course there must always be more men and women in all the games, right? There can not be the same amount. For me as a woman it is a lack of respect towards my person that has more choice to have to catch men than to take women. I want the SAME amount, not some more than others.

    Nothing gives you any right to demand. It's the devs' game, not yours. If they feel like creating an imbalance in genders, you have to accept that.

    And seriously, if you've got a problem with that, you actually have a different problem and might want to take care of it.

  • @CoolAKn said:

    @Orion said:
    That's because there's a max wiggling speed to avoid macros.

    So, you are saying people who can fill the bar with every press are using macros? That doesn't explain why the game will not register my key presses, which almost has the same effect as pressing nothing.

    What he was trying to say is that wiggling has a defined speed.

    It doesn't matter if you wiggle slowly or quickly, the wiggle bar will always take 16 seconds to fill up completely.

    That is to avoid macros being abused. If the wiggle speed was determined by how fast you press the keys/buttons, it would be possible to create a macro that presses them much faster than any human, filling up the bar very quickly.

  • I mean, the Perk themselves tell you that they don't.

  • @Global said:

    @DocOctober said:

    @Global said:

    @DocOctober said:

    @Global said:

    @Mc_Harty said:
    Master said:

    Yes, I just wanted to take the precious moment where a survivor realizes that the same logic he uses to get nurse nerfed actually applies to all survivors.

    Right, because only survivors agree that Nurse is too strong.

    Of course ;)

    The only reason why nurse is powerful is because all survivors do is loop and in case you havent noticed she was made for countering looping. You cant call her too strong if you are doing what she was made to destroy you in.

    Looping wasn't a thing for several more months when the Nurse released, so that statement is inherently wrong.

    Infinites were a thing and infinites could be looped. git gud at the game and maybe she wont destroy you :)

    Infinites and loops are inherently different, hence the different names.

    And fu too, I have no trouble facing Nurses.

    infinites waste the killers time and prevent them from hitting you...sounds the same to me

    thats nice you can play against her.

    Know what? Not gonna bother with you, just wasting my time.

  • @Sarief said:

    @DocOctober said:

    @Sarief said:
    This might be out of blue, but explaining illogical things with logic... does not always work :)

    anyway, what if there are 2 entities, one which feeds on despair and creates trials where survivors are tormented and the other feeds on hope and provides gates, engines, exits and power to flashlights?

    the problem with light theory: engines also shine light but killer don't see/feel any problem being near them. Be it Wraith or any other.

    Well, it's not shined into their eyes.

    I did try looking at the lamps :D

    Not the purpose of those lights though.

  • @Sarief said:
    This might be out of blue, but explaining illogical things with logic... does not always work :)

    anyway, what if there are 2 entities, one which feeds on despair and creates trials where survivors are tormented and the other feeds on hope and provides gates, engines, exits and power to flashlights?

    the problem with light theory: engines also shine light but killer don't see/feel any problem being near them. Be it Wraith or any other.

    Well, it's not shined into their eyes.

  • For OP. I very much like this theory. It seems quite plausible. Of course, the devs tend to make the Lore up as they go along so I don't think they themselves have thought of that yet. It's a common practice to re-use assets like particle effects in the early days of a Game's life when it's not clear yet how successful it'll become and it would be worth spending time creating new effects or not.

    At any rate, I'll ask the devs what they think of your theory, since I'd like to incorporate it on the Wiki.

  • Some people asked why the Entity would bring its weakness into its own world.

    I think that might be because light is generally a representation of hope, the very thing the Entity feeds on when a Survivor is sacrificed. The Entity needs Survivors to build up their hope for an escape. A Generator lighting up represents that since every Generator brings them closer to an escape.

  • @Global said:

    @Mc_Harty said:
    Master said:

    Yes, I just wanted to take the precious moment where a survivor realizes that the same logic he uses to get nurse nerfed actually applies to all survivors.

    Right, because only survivors agree that Nurse is too strong.

    Of course ;)

    The only reason why nurse is powerful is because all survivors do is loop and in case you havent noticed she was made for countering looping. You cant call her too strong if you are doing what she was made to destroy you in.

    Looping wasn't a thing for several more months when the Nurse released, so that statement is inherently wrong.

  • The only nerf she needs is to cap blinks at 3 maximum. Bad Nurses need to git gud, not rely on a 4th or 5th Blink.

  • The Entity reaches out into the hearts of susceptible victims and corrupts them into committing hideous acts of violence, resulting in fatalities, which it needs to access our Realm.

    The corrupted ones will become Killers, the non-corrupted ones that wander into those areas will become Survivors.

    In the case of the Spirit, it was likely her father that was corrupted, but the Entity decided to go for Rin, who swore to make her father pay for what he'd done. Japan loves stories of vengeful spirits so she's a bit of an exception.

    As for the Wraith, he's unknowingly been committing murder for the longest time and eventually was corrupted into killing his boss and ripping his spine out.

    The Doctor was corrupted by his thirst for knowledge and to control the human mind. He killed many "patients" and even his mentor with his experiments.

    The Nurse had a mental breakdown due to her poor treatment in the asylum, snapped and suffocated over 50 patients.

    The Hag was corrupted by the magic she employed with her dying breath, which turned her into the wenidgo-like, cannibalistic creature she is now. She eventually devoured her captors.

  • @greenzebra64 said:
    I'm pretty sure they're about to punish farming more soon though. They are going to subtract points for farming like the emblem system

    So? That's only reasonable. Back when WGLF used to give up to 300 % bonus points, the games were a farm-fest, to the detriment of hooked Survivors.

  • Stealth is not reliant on Perks, a particular Survivor or a particular outfit on a Survivor (I mean, I can stealth just fine with my Rainbow-Jacket Meg). That stuff can help, yes, but it's best to learn to live without it and improve your skill.

  • @powerbats said:
    The killers will sometimes keep addons depending on how well they did so fi you say get brutal killer you oftentimes come out with 1 or both addons still.

    That is a lie.

    If it looks like you still have the Add-ons, then that is because the game keeps using your currently selected Add-on type until your inventory runs out of its stock of that particular Add-on.

  • @Vadim239 said:

    @MegMain98 said:
    DocOctober said:

    @Vietfox said:

    @Tsulan remember when i said killers usually get more BPs than survivors? I'm not the only one who thinks that.

    Yeah, well, you're both wrong.

    Killers may get more per game, but Survivors generally get more per hour as they can move on from games and go into a new one much quicker than the Killer can, who always has to wait until it ends.

    And even if it were the other way round, I think it would be justified by the fact that Killers only have single-use Add-ons, unlike Survivors.

    Yeah but it is also much easier to pip with a killer than a survivor. You basically have to be the MVP in the round to double pip as a survivor. As a killer all you gotta do is kill on the safety pip and all four to double pip. You can climb the ranks easy with killer and go from Rank 20 to Rank 10 in a matter of a few hours while the survivor side is much more grindy to climb the ranks. Killers get more bloodpoints per round (normally) and pip easier. Survivors just have the luxury of jumping from game to game quicker.

    I didn't speak about pips. The question is about the points. Do you think it's good that a survivor can't get many BPs?

    A Survivor can get just as much points as a Killer can: both sides are capped at 32K points. Use We're Gonna Live Forever and you can get the same amount of points as a Killer using BBQ & Chilli.

    The possibility to make the same amount as the Killer is there, you just gotta learn how to use it.

  • @Vietfox said:

    @DocOctober said:

    @Vietfox said:
    @Tsulan remember when i said killers usually get more BPs than survivors? I'm not the only one who thinks that.

    Yeah, well, you're both wrong.

    Killers may get more per game, but Survivors generally get more per hour as they can move on from games and go into a new one much quicker than the Killer can, who always has to wait until it ends.

    And even if it were the other way round, I think it would be justified by the fact that Killers only have single-use Add-ons, unlike Survivors.

    That was actually my reason for why killers get a single use addon.
    PS: Unless you die pretty quickly, i think most survivors stay to watch the rest of the match, especially when it's SWF, so the killer still gets more BPs.

    That is their problem though. They have the option to move on, but decide against it. They really haven't got any business complaining in that situation.

  • @Vietfox said:
    @Tsulan remember when i said killers usually get more BPs than survivors? I'm not the only one who thinks that.

    Yeah, well, you're both wrong.

    Killers may get more per game, but Survivors generally get more per hour as they can move on from games and go into a new one much quicker than the Killer can, who always has to wait until it ends.

    And even if it were the other way round, I think it would be justified by the fact that Killers only have single-use Add-ons, unlike Survivors.

  • @HellDescent said:

    @DocOctober said:

    @HellDescent said:

    @DocOctober said:
    I suggest you actually have a look at when the Perks that never appeared so far were released: they are all exclusive to the last two Chapters.

    In fact I did. Take at look at tenacity/hangman's trick/surveillance.

    That is my entire point, they are from the newest DLCs. It'll be a while until they make it into the Shrine, that's nothing new.

    Saw is not the latest chapter it was released in january over 7 months ago. The newest one was curtain call.

    That's irrelevant. It's always been the Perks from the two most recent Chapters that took a while to show up on the Shrine.

  • @Feyard said:

    @DocOctober said:

    @only1biggs said:

    @Feyard said:

    @only1biggs said:

    @Feyard said:

    @only1biggs said:

    @Feyard said:
    Wow, my comment just deleted itself, sorry give me some time, I'll try to rewrite it (I hate this bug...)

    It's okay, I read it :)

    I understand his experiment and what he has tried to do, but it is irrelevant as in a real game, it won't occur like this. If as a Wraith for example, I can find one or two survivors on a gen and get a hit in the first 5 seconds of finding them (if I play correctly). Same for other M1 killers.

    This counters his assertion that multiple gens will have a certain % completed by the time one survivor is finally downed. This has been my point all along.

    There are MANY variables that HAVE to be introduced because otherwise the data collected is false. It's the same situation as a marth depip game. 0.1% of games are played this way (only doing gens, no healing etc etc etc just to spite the killer and not allow him to pip) and so is an outlier in the data and so is rightly ignored. Orion's example is another such situation.

    Apologies if I have not conveyed this correctly.

    Okay, I now get what you want to say and I also get, why Orion and you are not understanding the point of each other.

    First of all I agree to the point you made regarding gens, since it is only the outcome of long chase times it is quite irrelevant (cause making gens take 5 minutes to repair doesn't change the fact that a chase takes forever and gets increasingly frustrating).

    The problem with your other two statements (Wraith example and marth depip) is that, while they seem similiar, the core is different: In Orion's example you only need to have played this game for maybe one or two times to do the mentioned actions (run in a straight line and down a survivor running in a straight line).
    In the wraith and marth depip example you need to take the skill of both sides into account (for the Wraith example: How fast do you find a survivor? Does the survivor maybe notice you before you uncloak? Is a pallet nearby or does he have a flashlight? etc), which would make it too complicated, this would be exactly what you said about having too many variables. That is exactly why Orion took a simple yet possible situation to show, how flawed the mechanic is.

    You are right, it won't occur like this in a real game, but as I stated above you can do all this, meaning that (in theory) in the actual game you could just run in a straight line and cost the Killer a handful of time. Most survivors do not do this, since there are a lot of better options available, but if they wanted, they could do it and would still buy a handful of time.

    The point is even without all those components (and as stated above most of these components are Survivor sided anyway) the Survivor has the option to just press "W" and buy time, which makes the core concept of the chase mechanic flawed, now add a lot of complicated things and maybe you won't see it anymore, but it's still there. It should be noted that the core concept would be okay, if the complicated things we are adding are by a big margin Killer sided, but that is obviously not the case, making the concept flawed and tilting the balance regarding this mechanic towards the Survivor side.

    By the way there is no need to apologize, conveying your thoughts correctly is one of the hardest things in this world, that's why discussions exist.

    I'll just say this.. It doesn't take too long to down a survivor as an M1 killer if you play correctly. Orion's example means nothing. Just like the depip experiment.

    Alright it seems like you want to end this discussion, it's a pity, since I tried my best explaining, but since you are openly ignoring my last point I guess there is nothing I can do about it.

    Thanks for sharing your opinion!

    Orion says it takes too long to catch a survivor as an M1 killer (killers are too slow). He then provides a false scenario to back up his claim. You see nothing wrong with this?

    I know you aren't addressing me, but I see it the same as @Feyard : You fail to understand the significance of Orion's calculation and try to overcomplicate things with wanting to add variables that are irrelevant to the premise of Orion's experiment.

    You are the same as all Survivors who kept insisting that "no one plays like that" in regards to the Depip Squad experiments in trying to discredit them.

    It doesn't matter at all that the majority of players don't play like that, it doesn't matter that the majority of chases don't just consist of running in a straight line from the Killer. What matters is that that possibility is there, making the mechanics at their core flawed.

    Survivors could at any moment simply decide to only play like the Depip Squad and their win-rates would vastly increase and next to no Killer would pip anymore.

    Survivors could also at any moment simply decide to only run from the Killer in a straight line instead of juking. It wouldn't be the ideal scenario, but it would still waste a considerable amount of time in regards to how fast Generators are being repaired these days.

    Sure there are scenarios in which a Survivor you just found tried being smart, turned the wrong way and landed right in front of your weapon, then ######### up the on-hit Sprint Burst and gets stuck, being downed in a chase that lasted 10 seconds or so. But if that Survivor would have decided to simple keep on running in a straight line from the Killer upon being found, they would wasted about 40 seconds of the Killer's time until they went down, a lot more than the 10 second chase in the previous scenario. Running in a straight line is neither difficult nor complicated, there is no skill involved in that equation.

    What Orion tried to show is that even in the simplest form of a chase: running in a straight line, which incidentally is the worst kind of chase for a Survivor, they waste too much.

    Now, I sincerely hope you finally understood why your inputs are irrelevant to this topic. Otherwise, it's best for you to leave this thread to those who actually understand the significance.

    Thanks for your post, having explanations by different people makes it a lot easier to understand!

    Obviously not for biggs. At this point, I think he's simply trying to argue for the sake of arguing.

    There's a reason I avoid contact with the likes of his, you can't argue with those people. If Orion wasn't a good friend, I probably wouldn't have bothered with biggs in the first place.

  • @HellDescent said:

    @DocOctober said:
    I suggest you actually have a look at when the Perks that never appeared so far were released: they are all exclusive to the last two Chapters.

    In fact I did. Take at look at tenacity/hangman's trick/surveillance.

    That is my entire point, they are from the newest DLCs. It'll be a while until they make it into the Shrine, that's nothing new.

  • I suggest you actually have a look at when the Perks that never appeared so far were released: they are all exclusive to the last two Chapters.

  • @only1biggs said:

    @Feyard said:

    @only1biggs said:

    @Feyard said:

    @only1biggs said:

    @Feyard said:
    Wow, my comment just deleted itself, sorry give me some time, I'll try to rewrite it (I hate this bug...)

    It's okay, I read it :)

    I understand his experiment and what he has tried to do, but it is irrelevant as in a real game, it won't occur like this. If as a Wraith for example, I can find one or two survivors on a gen and get a hit in the first 5 seconds of finding them (if I play correctly). Same for other M1 killers.

    This counters his assertion that multiple gens will have a certain % completed by the time one survivor is finally downed. This has been my point all along.

    There are MANY variables that HAVE to be introduced because otherwise the data collected is false. It's the same situation as a marth depip game. 0.1% of games are played this way (only doing gens, no healing etc etc etc just to spite the killer and not allow him to pip) and so is an outlier in the data and so is rightly ignored. Orion's example is another such situation.

    Apologies if I have not conveyed this correctly.

    Okay, I now get what you want to say and I also get, why Orion and you are not understanding the point of each other.

    First of all I agree to the point you made regarding gens, since it is only the outcome of long chase times it is quite irrelevant (cause making gens take 5 minutes to repair doesn't change the fact that a chase takes forever and gets increasingly frustrating).

    The problem with your other two statements (Wraith example and marth depip) is that, while they seem similiar, the core is different: In Orion's example you only need to have played this game for maybe one or two times to do the mentioned actions (run in a straight line and down a survivor running in a straight line).
    In the wraith and marth depip example you need to take the skill of both sides into account (for the Wraith example: How fast do you find a survivor? Does the survivor maybe notice you before you uncloak? Is a pallet nearby or does he have a flashlight? etc), which would make it too complicated, this would be exactly what you said about having too many variables. That is exactly why Orion took a simple yet possible situation to show, how flawed the mechanic is.

    You are right, it won't occur like this in a real game, but as I stated above you can do all this, meaning that (in theory) in the actual game you could just run in a straight line and cost the Killer a handful of time. Most survivors do not do this, since there are a lot of better options available, but if they wanted, they could do it and would still buy a handful of time.

    The point is even without all those components (and as stated above most of these components are Survivor sided anyway) the Survivor has the option to just press "W" and buy time, which makes the core concept of the chase mechanic flawed, now add a lot of complicated things and maybe you won't see it anymore, but it's still there. It should be noted that the core concept would be okay, if the complicated things we are adding are by a big margin Killer sided, but that is obviously not the case, making the concept flawed and tilting the balance regarding this mechanic towards the Survivor side.

    By the way there is no need to apologize, conveying your thoughts correctly is one of the hardest things in this world, that's why discussions exist.

    I'll just say this.. It doesn't take too long to down a survivor as an M1 killer if you play correctly. Orion's example means nothing. Just like the depip experiment.

    Alright it seems like you want to end this discussion, it's a pity, since I tried my best explaining, but since you are openly ignoring my last point I guess there is nothing I can do about it.

    Thanks for sharing your opinion!

    Orion says it takes too long to catch a survivor as an M1 killer (killers are too slow). He then provides a false scenario to back up his claim. You see nothing wrong with this?

    I know you aren't addressing me, but I see it the same as @Feyard : You fail to understand the significance of Orion's calculation and try to overcomplicate things with wanting to add variables that are irrelevant to the premise of Orion's experiment.

    You are the same as all Survivors who kept insisting that "no one plays like that" in regards to the Depip Squad experiments in trying to discredit them.

    It doesn't matter at all that the majority of players don't play like that, it doesn't matter that the majority of chases don't just consist of running in a straight line from the Killer. What matters is that that possibility is there, making the mechanics at their core flawed.

    Survivors could at any moment simply decide to only play like the Depip Squad and their win-rates would vastly increase and next to no Killer would pip anymore.

    Survivors could also at any moment simply decide to only run from the Killer in a straight line instead of juking. It wouldn't be the ideal scenario, but it would still waste a considerable amount of time in regards to how fast Generators are being repaired these days.

    Sure there are scenarios in which a Survivor you just found tried being smart, turned the wrong way and landed right in front of your weapon, then ######### up the on-hit Sprint Burst and gets stuck, being downed in a chase that lasted 10 seconds or so. But if that Survivor would have decided to simple keep on running in a straight line from the Killer upon being found, they would wasted about 40 seconds of the Killer's time until they went down, a lot more than the 10 second chase in the previous scenario. Running in a straight line is neither difficult nor complicated, there is no skill involved in that equation.

    What Orion tried to show is that even in the simplest form of a chase: running in a straight line, which incidentally is the worst kind of chase for a Survivor, they waste too much.

    Now, I sincerely hope you finally understood why your inputs are irrelevant to this topic. Otherwise, it's best for you to leave this thread to those who actually understand the significance.

  • @Vietfox said:

    @DocOctober said:

    @Vietfox said:

    @DocOctober said:
    The No-Pip Squad has irrefutably proven that an organised SWF group that only focuses on doing their objective is close to unbeatable. Game mechanics at their core are flawed. There's no such thing as adapting to that. You can't overcome inherently broken mechanics if the other side makes full use of them.

    Most of what they upload are succesful matches, they also get rekt, and by freddy once. Also, for what i've seen, the killers i saw "losing" the match kinda sucked or made several mistakes.

    That is false. Their experiment always consisted of 100 consecutive trials with the same set-up, then another 100 consecutive trials with a different set-up and so on and so on.

    You can watch every single match of them, they aren't just "uploads of the best matches".

    Please stay factual if you participate in a discussion, lies and untruths won't take you far.

    Even that, a 1vX has always been possible in PvP games and the only thing it takes are skills. I know this is the different cause this is a "4v1", but it's no like survivors can kill the killer, so i hope you get what i mean.
    As i said, killers sucked in the videos i watched, and when they don't, they get rekt. There are uploaded videos where you can see that.

    So now you claim that all those red rank Killers sucked. Sorry, that's not how it works. The vast majority of Killers couldn't pip in those games, the Survivors had all the control. That is a flawed core game design and has to be changed. There is NO adapting to that, because it is impossible.

    Survivors can at any given moment decide to play like the No-Pip Squad every single trial and the kill rate would drop dramatically across all ranks. That most Survivors don't choose to play like that is irrelevant, they could decide to do so any time, they have that option. An option that should not exist in this game if it were balanced.

  • Yes it was necessary. A single BNP would complete 20 % of the Survivors' objective in 10-20 seconds. That is simply too strong.

    That would be pretty much equal to the Killer having something that would allow them to sacrifice a Survivor on the first Hook (something the original Memento Moris used to do, but that was nerfed).

  • That's not even a question: yes we want!

  • @powerbats said:

    @pauloandrade22 said:

    Not sure about this one. Unless you consider the people that play killer/survivor for dailies to play both sides.
    We sure have some die hard survivor mains which would prefer that the game dies before giving killers even the slightest buff.

    Well that's true but there's some killer mans on erhe who'll accept nothing less than total world domination 4k no gens ever touched etc.

    There is not a single Killer main who ever said that. That phrase has only ever been used by salty Survivor mains.

  • @Vietfox said:

    @DocOctober said:
    The No-Pip Squad has irrefutably proven that an organised SWF group that only focuses on doing their objective is close to unbeatable. Game mechanics at their core are flawed. There's no such thing as adapting to that. You can't overcome inherently broken mechanics if the other side makes full use of them.

    Most of what they upload are succesful matches, they also get rekt, and by freddy once. Also, for what i've seen, the killers i saw "losing" the match kinda sucked or made several mistakes.

    That is false. Their experiment always consisted of 100 consecutive trials with the same set-up, then another 100 consecutive trials with a different set-up and so on and so on.

    You can watch every single match of them, they aren't just "uploads of the best matches".

    Please stay factual if you participate in a discussion, lies and untruths won't take you far.

  • The No-Pip Squad has irrefutably proven that an organised SWF group that only focuses on doing their objective is close to unbeatable. Game mechanics at their core are flawed. There's no such thing as adapting to that. You can't overcome inherently broken mechanics if the other side makes full use of them.

  • There are no servers in this game other than those for matchmaking and managing the savegame.

    Everything else is P2P. Likely just means that your region is underpopulated.

  • I think you need to look that word up in the dictionary.

  • Dead by Daylight usually costs about 20 Dollars. You can wait on the next Steam Sale to get it for about 10 Dollars. Currently, it's part of the Humble Bundle, costs about the same but includes a couple of other games also, including Friday the 13th.

    Included in that are 3 DLCs: Last Breath (Nurse, Nea Karlsson), A Lullaby For The Dark (Huntress, David King) & Left Behind (Bill Overbeck + L4D-themed cosmetics for Dwight, Meg, Claudette, Jake)

    Each Chapter DLC costs about 7 Dollars. Chapter DLCs that have dev-original Characters can also be bought with Iridescent Shards (9000 per Character), those are currently Of Flesh And Mud (Hag, Ace) & Spark Of Madness (Doctor, Feng).

    LEATHERFACE is a special DLC, you only get The Cannibal and it costs about 4 Dollars.

    All other DLCs are purely for cosmetics.

  • No, they weren't.

  • The Wiki has most of that information

  • FYI for the OP: the next Chapter has the code DLC10, not DLC9 due to LEATHERFACE originally intended to have been a full Chapter.

  • That flavour text has been in the game for 1.5 years.

    If you think it's a reference to the new Killer, you're awfully desperate.
  • I've never seen it used in an actual trial. I personally only did it when I tested the mechanic for the Wiki.

    It's not really a known mechanic. Wraith's stun is obvious, but people (usually those who don't bother with the game's lore) generally don't expect the Nurse to have that weakness as well.

  • To make him more of a threat, you have to get better.

    The Doctor is a strong Killer in the right hands.

  • @TheHourMan said:
    I guess I will just say it. The hatch spawns once two gens have been completed and at least one survivor is no longer in play. That means they could be dead, disconnected or have escaped. It opens when you are the last living survivor on the map or have unlocked it with a key. You can not jump into the hatch if the killer is blocking it unless you have character collision turned off (like from taking a hit.) If the killer taps the attack button when the survivor is in the animation for jumping in, the killer will grab them and put them on their shoulder. This causes hatch standoffs where the killer refuses to his the survivor because they want to catch them while they jump in. The survivor wants the killer to hit them so they can clip through the killer and jump into the hatch uninterrupted. This is why I say the killer should be able to close the hatch. Or maybe some alternate solution. But hatch standoffs need to be killed.

    That is false.

    The Hatch spawns any time when the following condition is met: # of completed Generators = # of alive Survivors +1 (alive here means any Survivor that is neither dead nor already escaped from the trial).

  • @Peanits said:
    Just throwin' it out there, I very rarely even get bloodlust 1 (unaffected), let alone bloodlust 2 (slight decrease). The only time I've ever gotten bloodlust 3 was when I was messing around and intentionally trying to get it. It's not as big of a deal as some make it out to be. The vast majority of the time you're going to have to break a pallet before BL1 can even activate, and even if you do get BL1, it's unaffected by this change. Simply put, you do not need to be going 1.8m/s (4.6 base) faster than someone to catch them. BL3 will still allow you to close the distance twice as fast as you would normally.

    I've never been a fan of bloodlust. It doesn't help with the one thing it was made to solve. Each time you break a pallet, it resets. The only thing it actually punishes is survivors who know how to survive without using pallets let and right, and instead using windows to gain small amounts of distance and using the broken LOS to mindgame. Bloodlust in reality is just a brute force mechanic. There's no strategy to it. You just run around for a bit and then sonic up to someone to get a hit.

    If anything, I'd rather just see it reworked into something that punishes pallet looping, e.g. for each pallet you break in a chase you get a bloodlust stack. But in order to do that (since stacks would be easier to accumulate), you'd have to have a more reasonable speed boost. You can't have an F1 running you down just because of a few pallets.

    Also, that is going to be tested before it even has a chance to go live. It's not even confirmed yet.

    The rest of the changes mentioned were fairly minor. QOL animation improvements (no effect on gameplay, unhook change is arguably good for the killer because the "fake" unhook where they are not grab-able doesn't exist), trap buffering is really not a big deal (now that traps cannot be placed under hooks, it's going to see minimal use, long time trapper main here).

    The only other biggish change mentioned is giving more information to solo players, which is a good thing. It puts everyone on a more level playing field, making the game easier to balance. Currently it's difficult to find a good balance because solo players would be left behind if you just buff killers, whereas SWF groups wouldn't have much issue because they're able to share information easily. Bringing everyone up to the same level allows you to buff killers to make them powerful to everyone equally.

    Just gonna leave this here:

    Kindred being a passive built in mechanic only furthers the progression of gens without the fear of "if i leave this generator do I just lose out on generator time or can I get the save"
    Without a change of generators or another way to increase the gametime built into the game, it makes the clock for the killer even crazier to play against.
    Kindred has a good staying ground, as a perk.
    not as a mechanic without tweaking the core problem of the too fast progressed gens first.
    With Kindred built in, you will always have at least 1-2 people constantly working on a gen while someone is hooked. If you dont even have to sacrifice a perk slot for it, it only fuels the problem of games beeing faster done than a killer can end chases efficiently.

    Exhaustion removal on hook combined with the invincibility frames would allow a freshly unhooked Survivor to Sprint Burst away without the Killer having a chance to do something about it, giving the Survivor a considerable edge in the following chase, further contributing to the persisting problem of chasing lasting for too long. And just imagine the free hatch if it's nearby or even right next to the hook. It would also make SB again the by far BEST exhaustion perk in the game, because after the unhook you'd be able to force a Killer to chase, while other exhaustion perks wont give you that much power in that situation.

    The Bloodlust nerf is not justified in any way. Not only does the Emblem System already considerably punish the Killer for even getting Bloodlust, no it also rewards the Survivor for it alongside. And seen as how pallet stuns and breaks get rid of it altogether and even short losses of line of sight (vaults) quickly deteriorate it, it does not help against the type of Survivor it should help against: loopers, but rather further punishes the non-looping Survivors. If the speed boost is lowered, so should the time be.

    That is a summary of the community-feedback given to the devs after lengthy discussions on Discord and why the changes have a high potential for abuse. I do understand your reasoning and the devs' in the Q&A, but both you and them forget to think ahead, to how those changes can be abused. If there's anything abusable in Dead by Daylight, Survivors will find and (ab-)use it, the game's history has shown that to be true time and time again. You also don't look broad enough to consider the immense drawbacks some of the proposed changes will have, that they'll actually increase the severity of current problems.

  • We've discussed the upcoming changes with the devs on Discord. We made them aware of the high abusability risk with the upcoming changes. Also don't forget that all changes will be on a PTB first anyways.
  • Stop dealing in false causalities.

    Camping is a play style, not a game mechanic. You can't nerf that. The devs tried and it failed horribly, Survivors abused the ######### out of the anti-camping mechanics to the detriment of not only actual campers, but also non-camping Killers and the Survivor on the Hook.

  • @KingArthanal said:

    @DocOctober said:

    @KingArthanal said:

    @DocOctober said:
    From what I understand, the game has log files which record the P2P interactions during every trial. Lag switching should be visible in those so the devs should be able to use that to investigate on lag switchers. We've talked with Patricia_BHVR on that issue on Discord.

    lol sure... you want to tell me that you can see the different between lag switching and connection issues/lost? you dont even know the difference between front end and back end.

    No need to be hostile. I'm simply stating what was discussed on the Discord with a dev. If you think you know better, you're welcome to join the Discord and chime in.

    what was name of dev? i just cant believe that a competent dev said that.

    I didn't say a dev said that, it was one of many suggestion in a discussion with a dev of the most likely source of any such information.

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